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Everything posted by K.Yeon

  1. You guys are absolutely right it was a spelling mistake by me... I guess because FAR 1.3 update came out a abit late so no one was using it until now. I corrected the spelling mistake: https://www.dropbox.com/s/tugtcgziz7pv35z/OPT_FAR.cfg?dl=0, old post link also updated, let me know if there are still problems. I will be adding the patch inside the mod .zip file once OPT updates again, i still don't have much spare time these days, but i am working on something:
  2. Like JadeOfMaar said the H fuselage is just few parts that complements the K fuselage. I didn't make a cargo bay for it because H fuselage doesn't have much volume, as it has the same height as the Mk2 fuselage. I don't really like making parts that have the same functions of a stock part. if you want to make the part your self, i guess you should watch something like this tutorial: https://www.youtube.com/watch?v=7hRJ1qI8uoY. Once you understand how it works, you can import the OPT models using .mu import addon for blender, and make the adjustments you need. But at that point you could probably make your own mod which is always fun to do If you need help just go to addon development and ask a question
  3. Yes i also use pilot assistant, it's very relaxing to fly an airliner with it i put a link for it under "must have mods" Update: The mod is uploaded to curse for now, not sure how long it will take!
  4. Thanks for the comments! I originally intended to do this but i didn't like how some parts start to glow a bit red as soon as i fly close to mach 0.6-.7, making the plane look like a hot iron. UPDATE: I finished the IVA today: The IVA instrument is going to rely on RPM and ASET props. It isn't accurate to real airliner at all, but it's pretty functional. Hopefully if @DeputyLOL comes back he could make it into a much better cockpit like his mod. Then i flew to north pole to do some science! Had a nice view of the sun rise It was quite enjoyable and relaxing flight i must say, especially with mod like scatterer. Just need some more minor tweaking, should be ready for download in 24 hours!
  5. Sorry i only did a little bit of testing on another computer which has the 1.2.2 install. My current computer is running ksp 1.3, and believe it or not right now i do not have the internet luxury to re download ksp 1.2.2 (at least not for another week), and do more testing... FAR SUPPORT: If anyone is willing to try this patch you can download it from : https://www.dropbox.com/s/tugtcgziz7pv35z/OPT_FAR.cfg?dl=0, Place it in GameData/OPT/mm_config/ folder. But since FAR config file isn't affected by the ksp updates, i believe it should be perfectly fine. Let me know if there is a problem with it, Thanks!
  6. Features: Introduction: This new mod introduces 7 airliner related parts (for now). All parts in this mod unlocks at [aerodynamics] tech, as well as the stock aeroplane control surface. So you could get a working airliner early in the game if you somehow unlocks advanced landing. However all parts in this mod is not heat protected! Going beyond Mach 3 will spell doom to your crew. If you build an airliner out of stock parts it cost about 200,000 funds, and looks very strange with shuttle cockpit and unnecessary weight. With the airliner parts it cost 55,000 funds and 20t lighter The biggest issue of this mod currently is the crew module doesn't have hatches to allow EVA through portrait, and the cockpit only have 2 seats, which means you only can EVA 2 crew at a time. This is going to be ridiculous for a airliner that carries 80+ Kerbals. I'm going to have to figure something out, perhaps i will be making a longer version of the mk3 crew with hatch in the future. But for the moment perhaps EVS mod will help! Bundled mod: Module Manager v2.8.1, by sarbian Firespitter Plugin, v7.4.X, by Snjo IVA required Mod: (no longer bundled) RasterPropMonitor, by Mihara, MOARdV ASET Prop pack, by alexustas Must Have Mods: Kerbal Foundries, by Lo-Fi/ShadowMage [contains Adjustable Landing Gears which are much better than stock landing gears. Two of the pre-built craft requires this.] Pilot Assistant, by Crzyrndm [can be used as auto pilot to maintain your heading, altitude and speed for long trips.] Janitor's Closet, by linuxgurugamer [some parts of this mod look exactly the same as stock parts. Use this mod to avoid confusion.] Supported mod: Connected Living Space, by Papa_Joe Ferram Aerospace Research (FAR), by ferram4 Installation: Simply drag the content of the .zip file into your KSP install directory. Then check the GameData folder, make sure there are no duplicates of ModuleManager.dll. Download Links: Credits: Original Creator: @K.Yeon Some part contains Squad Assets. Support this project if you like This mod is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  7. Bro.... it looks like you use tweakscale on those engines again haha. Those ARI engines looks much smaller than 1.25m diameter. So it's the exact same problem as before with tweakscale, which i cannot fix. If you found another problem just try it with clean install first. If it works with clean install but not with some mod, probably the best figure it out by uninstalling mods one by one until the problem is gone so you can report exactly what mod is conflicting with OPT.
  8. Patch 2.0.1 Nothing too significant, just some balance for career and science game play. Isn't really needed if you are happy with your current game play. Note that if you are playing a science or career game play, your existing in flight craft will not be affected HOWEVER crafts inside VAB, SPH may show as "this craft contain invalid or locked parts". You need to research relevant parts in the tech tree to unlock them again. Sorry for the inconvenience. Major nerf to all OPT RCS parts, they all have specific impulse of 350 (down from 550) and requires electric charge. If you have CTT, all OPT engines other than j aerospike will be in the Experimental aircraft engines Also fixed the bug where any parts attached to the vertical node of J deployment bay doesn't get shielded. Detailed changes: Download links: https://mods.curse.com/ksp-mods/kerbal/225018-opt-space-plane-parts-v2-0 https://spacedock.info/mod/1028/OPT Space Plane At least one of the links should be working. Thanks!
  9. Thanks for that! Indeed it's a bug, to fix it, go to: OPT/Parts/main/j_3m_depBay.cfg go to line 61, change the LAST "node_stack_top" to "node_stack_connect01" node_stack_top2=0.0, 1.5, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom2=0.0, -1.5, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top=0.0, 1.5, 0.0, 0.0, 1.0, 0.0, 4 node_stack_bottom=0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 4 node_stack_connect01=0, 0, 0.8, 0, 0, -1, 1 then it should be fine. I spend the last couple of days play through a career campaign with couple of mods, and i think OPT parts still need some minor balancing. Especially the new RCS ports, i was using them on a mun return capsule and 4 of those OPT rcs was all i need to get a small craft home, that's definitely over powered haha. So ill be making a patch to adjust those along with some tech tree adjustments asap.
  10. oh i just realized those engines are tweakscaled, i think what shadowmage said here is probably relevant: So im guessing tweakscale hasn't changed that aspect since then, which means the game still think those engines has the same drag cube as before they were scaled, which is outside of the covering range of the j deployment bay.
  11. Thanks! Starwaster is right, go to the debug menu, under aero, check the box "display aero data in action menus". now right click the part during flight. I just tested this it seems theres a bug with cargo bays, OPT or stock, it would say items inside the cargobay are not shielded, however they don't have any drag. I guess due to this, the aerodynamic fx is present for those parts inside a cargobay. EDIT__________________ I made some screen shots to show you guys what i mean:
  12. OPT 2.0 is up! https://mods.curse.com/ksp-mods/kerbal/225018-opt-space-plane-parts-v2-0 https://spacedock.info/mod/1028/OPT Space Plane (link might have delays) Changes and Bug Fixes: Added several new RCS parts Added IVA for J science lab and H crew cabin. Fixed JSL, JHT, JQS and KSP IVA windows (was 100% transparent). Changed KH cargo/fuselage's inner node upward by 0.61, so it's centered for 3.75m parts. Further reduced lifting body lift value by up to 10% Cockpit and nose part's lift value reduced by 40% Fixed h fuselage's lift value (reduced) Applied all previous bug fix patches (missing h fuselage fuel and missing tech) Fixed base mass value for MFT (set to -1) Nebula engine(2.5m engine)'s Centre of Mass shifted forward by 1.5 (since the engine's main body isn't modelled) Added TACLS for h crew cabins If any new bug is found, report right away! Also as the version number 2.0 suggest, this marks the end of OPT development, i won't be adding anything new any time soon, but i will be keeping OPT updated. Thanks! Also is it possible to move this entire thread to add-on section?
  13. To be honest if you look at the last image, putting the new rcs port next to the J-rcs is almost identical. I think it will work the same way for K and Kh parts too, reducing the need for those inline oms parts. Anyway, after next update you can see if the inline oms parts are really needed, I can fix them after that.
  14. Those are nice RCS parts for the fuselage, i would of made them my self if i wasn't making the single port RCS But yeah keep them in legacy pack incase anyone wishes to use them! As for the 5 way OMS block, quite a few other mod already has them but none of them fits a space plane, so i thought i make one that looks more aerodynamic, this is what i come up with: They are pretty powerful, each port is same thrust as the ports on J-RCS edit: super low profile rcs ports
  15. np, it's fixed Yeah, JadeOfMaar is right, Just grab the latest manager to v2.8 from here: https://ksp.sarbian.com/jenkins/job/ModuleManager/lastSuccessfulBuild/artifact/ModuleManager.2.8.1.dll Place it inside your GameData folder, (delete the old one), then you should be perfectly fine for 1.3. If you are unfamiliar with installing mod, refer to the installation guide video... Also, sorry for not being online often, I been quite busy irl, but still been working on this mod bit by bit. Thanks @stali79 and others maintaining the forum! This weekend was pretty productive of me, i finally finished the IVA for J Science bay and H crew. The science lab was a tough IVA to make for me, i went through quite a few variants before finalizing it, super happy with the final result I have also finished testing a working patch for FAR. I saw @JadeOfMaar has made a patch for USI, i put a link for that in the OP, thanks! What's left on the list is just some minor fixes, and add some low profile RCS thrusters (won't be anything cool, it will be similar to the stock linear RCS port, with colors match the OPT grey and white), im hoping to get the patch done before next weekend
  16. Stali is probably right, also worth a try is to update your module manager to newest v2.8.0, link in op
  17. The hex on instrument means you just have a out dated ASET props and Rasterpropmonitor, just follow the install guide and reinstall them. And ill change the tumble alarm to something else. But personally it only turns on for a few seconds during take off. As for new H parts, i can't promise anything yet sorry. The best way to get on it is to have it lowered onto the ground, and have your kerbal walk onto the ramp and the board option should show up. Keep in mind the airlock collider (area where the boarding option appears) is on the ramp, not near the little door inside... this can't be fixed as i have tried many times the current setup is the only way it works Yeah FAR will be supported for next patch This isn't a bug, it's more like the limitation of stock KSP aero physics... If you build a plane out of stock parts, same thing will happen. It seems the stock aero calculation add drag to parts even it's inline with another part. Im not exactly sure how it works but ksp seems to adjust this problem in some way so that the result is somewhat sensible. Anyway if you embed a part into the k parts that's solid, it will calculate it the same way as the stacked parts. This is why i made the "hollow" versions of the k fuselage, if you put parts inside it, it will be shielded.
  18. yes sorry it's a bug, ill get another updated version asap. meanwhile the fix is linked in OP and bug fix section
  19. Thanks! Ill take a look Thanks, i don't use MFT so i didn't know until i read this quote on MFT page: "*New options for basemass. If basemass is -1, then all MFT mass calculations regarding tank mass are ignored; the part's mass will be left unchanged.", my guess is currently the MFT will do a calculation for part mass based on it's volume, which means most OPT parts will become super light. Ill get it fixed asap. The linear aerospike effect isn't a bug, i just haven't found a way to make it look better haha
  20. np! keep an eye out for another patch this weekend, fixing various bugs and including the ivas for the science module and h_crew!
  21. it's a bug i missed it when making the config file, heres the patch if you wish to use: https://www.dropbox.com/s/gmhr0fmzf361hfj/missing tech%26cost fix.zip?dl=0 yes is another bug >, but the fix was posted in OP, incase u didn't see it, here it is: https://www.dropbox.com/s/k5suu2n8pxsk45h/OPT h fuselage Fuel Fix.zip?dl=0
  22. OPT v1.9.9: ASET and Raster Prop Monitor is no longer bundled! Please download their newest versions from their official download pages if you wish your IVA to have working instruments!! Links: Please delete original OPT folder, as some textures have changed to DDS format, leaving the original PNG format unused. Support for Community Category Kit has been added! (allows OPT to have it's own tab in VAB/SPH) Download from here if you haven't got it already: (many mods such as planetary base should already includes it) https://github.com/BobPalmer/CommunityCategoryKit ---------------------------------------------------------- Added new KH and H parts, see here! All cockpit's IVA has been added. J Science, H crew IVA is still being worked on... ---------------------------------------------------------- Change Log: Please report any bugs on this page~ EDIT: 1st bug fix for OPT 1.9.9: Fuselage H fueltank have no fuel switch, replace the files with original in OPT folder: https://www.dropbox.com/s/k5suu2n8pxsk45h/OPT h fuselage Fuel Fix.zip?dl=0
  23. thx ill get those fixed! btw the fix for MFT is available download in OP, in extra download section. I never seen this happen before, is all other stock and mod engines working? are you in ksp 1.2.2? Also, use alt+f12, under console, debug, check the first two boxes, and reload the craft on runway see any orange text appear on top right, if it's just related to prefab fx or rasterprop monitor, ignore it, otherwise screenshot it maybe it will help to find out why..
  24. Hi guys, just some much needed updates: Over the past few month, I had little time for modding, making only small progress per week. But those small progress has finally accumulated into something I can show it to you. The next patch will be OPTv1.9.9, as many already know, it will focus on 'KH' and 'H' fuselage, as well as including all the remaining IVAs. The new 'KH' parts will allowing cargo size up to 4m in diameter, and the rear cargo ramp will have rover clearance height of 3.9m. As you can see, fitting the central hub from planetary base mod with wheels extended is no problem at all! Soon OPT spaceplanes will be a better option to deliver those base modules instead of a big nose rockets The 'H' fuselage will come in two variations, a fuselage version (bottom), and another for mounting on top of K fuselage (top). Why KH & H instead of the humpback from legacy: Other things I want to include in 1.9.9 are: Support for the current dev version of FAR and see how it goes 2.5m fuselage parts (just the standard fuel tanks and crew tank) 1.9.9 will be released no later than May 7th, and it will be aimed for KSP v1.2.2 NOT pre1.3 After that, ill see if there are bugs that need to be fixed, as well as adding quite a few mod supports including: Community Tech Tree FAR USI Life Support Snacks Rebalancing TAC Life Support Make sure CLS will work Interstellar Fuel Switch Support SmokeScreen (I will do this if time allows, they provide really nice engine effects) And they will be added for OPT 2.0, which will be the end of OPT development!
  25. Hmmm, i must say the cockpit is quite aerodynamic, but you are right, it shouldn't glide as well as it does now... Also i think all of the current cockpit have very over powered reaction wheel, and your craft uses the cockpit as the whole fuselage, it could be a factor why it's gliding well. Now i have a few things that im certain that i will rebalance: 1, the lift values, will be lowered 2, the reaction wheel, it's pitch and yaw should be lowered 3, i will move the engine's CoM forward, (since the actual body of the 2.5m and dark drive engine isn't represented)
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